464 research outputs found
Building the Future Internet through FIRE
The Internet as we know it today is the result of a continuous activity for improving network communications, end user services, computational processes and also information technology infrastructures. The Internet has become a critical infrastructure for the human-being by offering complex networking services and end-user applications that all together have transformed all aspects, mainly economical, of our lives. Recently, with the advent of new paradigms and the progress in wireless technology, sensor networks and information systems and also the inexorable shift towards everything connected paradigm, first as known as the Internet of Things and lately envisioning into the Internet of Everything, a data-driven society has been created. In a data-driven society, productivity, knowledge, and experience are dependent on increasingly open, dynamic, interdependent and complex Internet services. The challenge for the Internet of the Future design is to build robust enabling technologies, implement and deploy adaptive systems, to create business opportunities considering increasing uncertainties and emergent systemic behaviors where humans and machines seamlessly cooperate
Building the Future Internet through FIRE
The Internet as we know it today is the result of a continuous activity for improving network communications, end user services, computational processes and also information technology infrastructures. The Internet has become a critical infrastructure for the human-being by offering complex networking services and end-user applications that all together have transformed all aspects, mainly economical, of our lives. Recently, with the advent of new paradigms and the progress in wireless technology, sensor networks and information systems and also the inexorable shift towards everything connected paradigm, first as known as the Internet of Things and lately envisioning into the Internet of Everything, a data-driven society has been created. In a data-driven society, productivity, knowledge, and experience are dependent on increasingly open, dynamic, interdependent and complex Internet services. The challenge for the Internet of the Future design is to build robust enabling technologies, implement and deploy adaptive systems, to create business opportunities considering increasing uncertainties and emergent systemic behaviors where humans and machines seamlessly cooperate
230501
Cooperative Vehicular Platooning (Co-VP) is a paradigmatic example of a Cooperative Cyber-Physical System (Co-CPS), which holds the potential to vastly improve
road safety by partially removing humans from the driving task. However, the challenges are substantial, as the domain involves several topics, such as control theory,
communications, vehicle dynamics, security, and traffic engineering, that must be
coupled to describe, develop and validate these systems of systems accurately. This
work presents a comprehensive survey of significant and recent advances in Co-VP relevant fields. We start by overviewing the work on control strategies and underlying communication infrastructures, focusing on their interplay. We also address a fundamental concern by presenting a cyber-security overview regarding these systems. Furthermore, we present and compare the primary initiatives to test and validate those systems, including simulation tools, hardware-in-the-loop setups, and vehicular testbeds. Finally, we highlight a few open challenges in the Co-VP domain. This work aims to provide a fundamental overview of highly relevant works on Co-VP topics, particularly by exposing their inter-dependencies, facilitating a guide that will support further developments in this challenging field.info:eu-repo/semantics/publishedVersio
A Survey of multimedia streaming in wireless sensor networks: progress, issues and design challenges
Advancements in Complementary Metal Oxide Semiconductor (CMOS) technology
have enabled Wireless Sensor Networks (WSN) to gather, process and transport
multimedia (MM) data as well and not just limited to handling ordinary scalar
data anymore. This new generation of WSN type is called Wireless Multimedia
Sensor Networks (WMSNs). Better and yet relatively cheaper sensors that are
able to sense both scalar data and multimedia data with more advanced
functionalities such as being able to handle rather intense computations easily
have sprung up. In this paper, the applications, architectures, challenges and
issues faced in the design of WMSNs are explored. Security and privacy issues,
over all requirements, proposed and implemented solutions so far, some of the
successful achievements and other related works in the field are also
highlighted. Open research areas are pointed out and a few solution suggestions
to the still persistent problems are made, which, to the best of my knowledge,
so far have not been explored yet
Construction of a real vehicular delay-tolerant network testbed
Vehicular Delay-Tolerant Networks (VDTNs) appear as innovative network architecture, able to outline communication challenges caused by issues like variable delays, disruption and intermittent connectivity once that it utilizes the store-carry-and-forward method to allow that in-transit messages (called bundles) can be delivered to the destination by hopping over the mobile vehicles even that an end-to-end path does not exist. Since messages are stored persistently in a buffer and forward to the next hop, a new communication infrastructure is created allowing low-cost asynchronous opportunistic communication under the most critical situations like variable delays and bandwidth constraints. VDTN introduces a layered architecture, acting as an overlay network over the link layer, aggregating incoming IP packets in data bundles (large IP packets), using out-of-band signaling, based on the separation of the control plane and planes. This dissertation presents and evaluates the performance of a real VDTN testbed, demonstrating the real applicability of this new vehicular communication approach. It includes an embedded VDTN testbed created to evaluate safety systems in a real-world scenario. It was used cars with laptops to realize terminal and relay nodes. A real testbed is very important because some complex issues presented in vehicular communication systems can be treated with more realism in real-world environments than in a laboratory environment. The experiments were performed on the internal streets of Brazilian Fiat Automobile manufacturing plant. Performance measurements and analysis were also conduct to verify the efficiency of the system. The results obtained show that safety applications and services can be executed with the actual proposal VDTN architecture in several environments, although notable interference as fading and characteristics of the radio channel, require the use of more modern, appropriate and robust technologies. Thus, the real deployment of VDTNs confirms that VDTNs can be seen as a very promising technology for vehicular communications.Fundação para a Ciência e a Tecnologia (FCT
On the Road to 6G: Visions, Requirements, Key Technologies and Testbeds
Fifth generation (5G) mobile communication systems have entered the stage of commercial development, providing users with new services and improved user experiences as well as offering a host of novel opportunities to various industries. However, 5G still faces many challenges. To address these challenges, international industrial, academic, and standards organizations have commenced research on sixth generation (6G) wireless communication systems. A series of white papers and survey papers have been published, which aim to define 6G in terms of requirements, application scenarios, key technologies, etc. Although ITU-R has been working on the 6G vision and it is expected to reach a consensus on what 6G will be by mid-2023, the related global discussions are still wide open and the existing literature has identified numerous open issues. This paper first provides a comprehensive portrayal of the 6G vision, technical requirements, and application scenarios, covering the current common understanding of 6G. Then, a critical appraisal of the 6G network architecture and key technologies is presented. Furthermore, existing testbeds and advanced 6G verification platforms are detailed for the first time. In addition, future research directions and open challenges are identified for stimulating the on-going global debate. Finally, lessons learned to date concerning 6G networks are discussed
Cognitive Radio Platforms For Disaster Response Networks, Survey
Either natural or man-made a disaster is defined as unexpected destructive event that causes damages and malfunction of existing systems and services all around the disaster area, these destructive effects are unfortunately beyond the capability of local authorities to recover and respond immediately, the disaster recovery plans are immediately initiated so that rescue and aid operations can help those who are trapped in disaster area to survive, those efforts need to be controlled and coordinated with reliable communication systems that are more likely partially or fully disabled due to the disaster,
the capabilities of cognitive radio technology enables it to play a significant role in providing efficient
communication services for the rescue teams and headquarters as well as trapped victims, in this
paper, we survey the cognitive radio architectures that can replace the Software Defined Radio
SDR in order to reduce the network expenses in terms of network size and network computational
complexit
A concept for modern virtual telecommunication engineering office
High-performance modern Internet allows internal delivery and complement of attractive (mobile) services in the same way
and QoS that are in the LANs. The world economics is widely characterized nowadays via the stable trends that the large and
mid-range companies and authorities let in ever greater extent to outsource own engineering services via external smaller service providers. A concept for a modern virtual telecommunication engineering office under use of Service-Oriented Architectures and Cloud Computing technologies has been offered. Multiple use cases for virtual telecommunication engineering office
have been discussed. As a significant example, the CANDY Framework and Online Platform have been examined. The important development trends for the CAD for network planning regarding to the tool integration and effective access optimization have been discussed. The CANDY system has been represented as an exhibit at CeBIT 2007,2008, 2011 in Hannover
Enhancing trustability in MMOGs environments
Massively Multiplayer Online Games (MMOGs; e.g., World of Warcraft), virtual worlds
(VW; e.g., Second Life), social networks (e.g., Facebook) strongly demand for more
autonomic, security, and trust mechanisms in a way similar to humans do in the real
life world. As known, this is a difficult matter because trusting in humans and organizations
depends on the perception and experience of each individual, which is difficult to
quantify or measure. In fact, these societal environments lack trust mechanisms similar
to those involved in humans-to-human interactions. Besides, interactions mediated
by compute devices are constantly evolving, requiring trust mechanisms that keep the
pace with the developments and assess risk situations.
In VW/MMOGs, it is widely recognized that users develop trust relationships from their
in-world interactions with others. However, these trust relationships end up not being
represented in the data structures (or databases) of such virtual worlds, though they
sometimes appear associated to reputation and recommendation systems. In addition,
as far as we know, the user is not provided with a personal trust tool to sustain his/her
decision making while he/she interacts with other users in the virtual or game world.
In order to solve this problem, as well as those mentioned above, we propose herein a
formal representation of these personal trust relationships, which are based on avataravatar
interactions. The leading idea is to provide each avatar-impersonated player
with a personal trust tool that follows a distributed trust model, i.e., the trust data is
distributed over the societal network of a given VW/MMOG.
Representing, manipulating, and inferring trust from the user/player point of view certainly
is a grand challenge. When someone meets an unknown individual, the question
is “Can I trust him/her or not?”. It is clear that this requires the user to have access to
a representation of trust about others, but, unless we are using an open source VW/MMOG,
it is difficult —not to say unfeasible— to get access to such data. Even, in an open
source system, a number of users may refuse to pass information about its friends, acquaintances,
or others. Putting together its own data and gathered data obtained from
others, the avatar-impersonated player should be able to come across a trust result
about its current trustee. For the trust assessment method used in this thesis, we use
subjective logic operators and graph search algorithms to undertake such trust inference
about the trustee. The proposed trust inference system has been validated using
a number of OpenSimulator (opensimulator.org) scenarios, which showed an accuracy
increase in evaluating trustability of avatars.
Summing up, our proposal aims thus to introduce a trust theory for virtual worlds, its
trust assessment metrics (e.g., subjective logic) and trust discovery methods (e.g.,
graph search methods), on an individual basis, rather than based on usual centralized
reputation systems. In particular, and unlike other trust discovery methods, our methods
run at interactive rates.MMOGs (Massively Multiplayer Online Games, como por exemplo, World of Warcraft),
mundos virtuais (VW, como por exemplo, o Second Life) e redes sociais (como por exemplo,
Facebook) necessitam de mecanismos de confiança mais autónomos, capazes de
assegurar a segurança e a confiança de uma forma semelhante à que os seres humanos
utilizam na vida real. Como se sabe, esta não é uma questão fácil. Porque confiar em
seres humanos e ou organizações depende da percepção e da experiência de cada indivíduo,
o que é difícil de quantificar ou medir à partida. Na verdade, esses ambientes
sociais carecem dos mecanismos de confiança presentes em interacções humanas presenciais.
Além disso, as interacções mediadas por dispositivos computacionais estão em
constante evolução, necessitando de mecanismos de confiança adequados ao ritmo da
evolução para avaliar situações de risco.
Em VW/MMOGs, é amplamente reconhecido que os utilizadores desenvolvem relações
de confiança a partir das suas interacções no mundo com outros. No entanto, essas relações
de confiança acabam por não ser representadas nas estruturas de dados (ou bases
de dados) do VW/MMOG específico, embora às vezes apareçam associados à reputação
e a sistemas de reputação. Além disso, tanto quanto sabemos, ao utilizador não lhe
é facultado nenhum mecanismo que suporte uma ferramenta de confiança individual
para sustentar o seu processo de tomada de decisão, enquanto ele interage com outros
utilizadores no mundo virtual ou jogo. A fim de resolver este problema, bem como
os mencionados acima, propomos nesta tese uma representação formal para essas relações
de confiança pessoal, baseada em interacções avatar-avatar. A ideia principal
é fornecer a cada jogador representado por um avatar uma ferramenta de confiança
pessoal que segue um modelo de confiança distribuída, ou seja, os dados de confiança
são distribuídos através da rede social de um determinado VW/MMOG.
Representar, manipular e inferir a confiança do ponto de utilizador/jogador, é certamente
um grande desafio. Quando alguém encontra um indivíduo desconhecido, a
pergunta é “Posso confiar ou não nele?”. É claro que isto requer que o utilizador tenha
acesso a uma representação de confiança sobre os outros, mas, a menos que possamos
usar uma plataforma VW/MMOG de código aberto, é difícil — para não dizer impossível
— obter acesso aos dados gerados pelos utilizadores. Mesmo em sistemas de código
aberto, um número de utilizadores pode recusar partilhar informações sobre seus amigos,
conhecidos, ou sobre outros. Ao juntar seus próprios dados com os dados obtidos de
outros, o utilizador/jogador representado por um avatar deve ser capaz de produzir uma
avaliação de confiança sobre o utilizador/jogador com o qual se encontra a interagir.
Relativamente ao método de avaliação de confiança empregue nesta tese, utilizamos
lógica subjectiva para a representação da confiança, e também operadores lógicos da
lógica subjectiva juntamente com algoritmos de procura em grafos para empreender
o processo de inferência da confiança relativamente a outro utilizador. O sistema de
inferência de confiança proposto foi validado através de um número de cenários Open-Simulator (opensimulator.org), que mostrou um aumento na precisão na avaliação da
confiança de avatares.
Resumindo, a nossa proposta visa, assim, introduzir uma teoria de confiança para mundos
virtuais, conjuntamente com métricas de avaliação de confiança (por exemplo, a
lógica subjectiva) e em métodos de procura de caminhos de confiança (com por exemplo,
através de métodos de pesquisa em grafos), partindo de uma base individual, em
vez de se basear em sistemas habituais de reputação centralizados. Em particular, e ao
contrário de outros métodos de determinação do grau de confiança, os nossos métodos
são executados em tempo real
- …